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1994-08-05
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40 lines
Newsgroups: alt.games.doom
Path: cdrom.com!barrnet.net!agate!library.ucla.edu!csulb.edu!csus.edu!netcom.com!cii
From: cii@netcom.com (Mike McAulay)
Subject: Re: A Few Questions About Deathmatch "Ethics"...
Message-ID: <ciiCu2066.6KK@netcom.com>
Organization: NETCOM On-line Communication Services (408 261-4700 guest)
X-Newsreader: TIN [version 1.2 PL1]
References: <3116qv$le5@spool.cs.wisc.edu> <314066$3dg@barnacle.iol.ie> <koet0004.775675402@gold>
Date: Fri, 5 Aug 1994 08:42:06 GMT
Lines: 25
I'd like to propose a different way of looking at Deathmatch ethics.
Instead of worrying about what is and isn't "okay" to do, why not offload
that responsibility onto the shoulders of the map designer?
Here at work we have a guy (hi Rich!) who makes awesome deathmatch maps.
These maps are extremely well balanced with a good distribution of
weapons and ammo, a large number of respawn points (or whatever they're
called -- the places players appear after they're fragged), and a minimum
of places where you can lurk without exposing your backside to your enemies.
In this kind of environment you can play "anything goes" without
problems. Sure, you will occasionally reincarnate right in front of
someone else and get toasted, but not often. The only rule we observe is
"no gamma correction" since this defeats the purpose of the dark rooms.
So I guess what I'm saying is, if you're running into lots of problems,
you're probably playing in sucky maps. It should be the responsibility
of the map creator to ensure that his/her maps are set up to minimize
weenie behavior and frustration.
--
+----------------+----------------------------------- ------- ---- --
| Mike McAulay | Therefore is man only himself when lost to himself
| cii@netcom.com | in The Charioting -- A.C.
+----------------+-------------------------------------- ----
| All opinions expressed are my own and not my employer's
+-------------------------------------------------------- -